sdlReadSurfacePixelFloat function
Retrieves a single pixel from a surface.
This function prioritizes correctness over speed: it is suitable for unit tests, but is not intended for use in a game engine.
\param surface the surface to read. \param x the horizontal coordinate, 0 <= x < width. \param y the vertical coordinate, 0 <= y < height. \param r a pointer filled in with the red channel, normally in the range 0-1, or NULL to ignore this channel. \param g a pointer filled in with the green channel, normally in the range 0-1, or NULL to ignore this channel. \param b a pointer filled in with the blue channel, normally in the range 0-1, or NULL to ignore this channel. \param a a pointer filled in with the alpha channel, normally in the range 0-1, or NULL to ignore this channel. \returns true on success or false on failure; call SDL_GetError() for more information.
\since This function is available since SDL 3.1.3.
extern SDL_DECLSPEC bool SDLCALL SDL_ReadSurfacePixelFloat(SDL_Surface *surface, int x, int y, float *r, float *g, float *b, float *a)
Implementation
bool sdlReadSurfacePixelFloat(Pointer<SdlSurface> surface, int x, int y,
Pointer<Float> r, Pointer<Float> g, Pointer<Float> b, Pointer<Float> a) {
final sdlReadSurfacePixelFloatLookupFunction = libSdl3.lookupFunction<
Uint8 Function(
Pointer<SdlSurface> surface,
Int32 x,
Int32 y,
Pointer<Float> r,
Pointer<Float> g,
Pointer<Float> b,
Pointer<Float> a),
int Function(
Pointer<SdlSurface> surface,
int x,
int y,
Pointer<Float> r,
Pointer<Float> g,
Pointer<Float> b,
Pointer<Float> a)>('SDL_ReadSurfacePixelFloat');
return sdlReadSurfacePixelFloatLookupFunction(surface, x, y, r, g, b, a) == 1;
}